using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Games;
namespace HeavenStudio.Common
{
public class TimingAccuracyDisplay : MonoBehaviour
public enum Rating
NG,
OK,
Just
}
public static TimingAccuracyDisplay instance { get; private set; }
[SerializeField] GameObject NG;
[SerializeField] GameObject OK;
[SerializeField] GameObject Just;
[SerializeField] GameObject MinimalJust;
[SerializeField] GameObject MinimalOK;
[SerializeField] GameObject MinimalNG;
[SerializeField] Animator MetreAnim;
[SerializeField] Transform arrowTransform;
[SerializeField] Transform barTransform;
[SerializeField] Transform barJustTransform;
[SerializeField] Transform barOKTransform;
[SerializeField] Transform barNGTransform;
float targetArrowPos = 0f;
// Start is called before the first frame update
public void Start()
instance = this;
// Update is called once per frame
void Update()
arrowTransform.localPosition = Vector3.Lerp(arrowTransform.localPosition, new Vector3(0, targetArrowPos, 0), 4f * Time.deltaTime);
public void ResetArrow()
targetArrowPos = 0f;
arrowTransform.localPosition = Vector3.zero;
StopStarFlash();
NG.GetComponent<ParticleSystem>().Stop();
OK.GetComponent<ParticleSystem>().Stop();
Just.GetComponent<ParticleSystem>().Stop();
MinimalNG.GetComponent<ParticleSystem>().Stop();
MinimalOK.GetComponent<ParticleSystem>().Stop();
MinimalJust.GetComponent<ParticleSystem>().Stop();
public void StartStarFlash()
MetreAnim.Play("StarWarn", -1, 0f);
public void StopStarFlash()
MetreAnim.Play("NoPose", -1, 0f);
public void MakeAccuracyVfx(double time, bool late = false)
if (!OverlaysManager.OverlaysEnabled) return;
GameObject it;
Rating type = Rating.NG;
// centre of the transfor would be "perfect ace"
// move the object up or down the bar depending on hit time
// use bar's scale Y for now, we're waiting for proper assets
// this probably doesn't work
float frac = 0f;
float y = barTransform.position.y;
// SetArrowPos(time);
// no Clamp() because double
time = System.Math.Max(Minigame.NgEarlyTime(), System.Math.Min(Minigame.NgLateTime(), time));
if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime())
type = Rating.Just;
frac = (float)((time - Minigame.AceEarlyTime()) / (Minigame.AceLateTime() - Minigame.AceEarlyTime()));
y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f);
else
if (time > 1.0)
// goes "down"
if (time <= Minigame.JustLateTime())
type = Rating.OK;
frac = (float)((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime()));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y;
type = Rating.NG;
frac = (float)((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime()));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y;
// goes "up"
if (time >= Minigame.JustEarlyTime())
frac = (float)((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y;
frac = (float)((time - Minigame.NgEarlyTime()) / (Minigame.JustEarlyTime() - Minigame.NgEarlyTime()));
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y;
y *= -0.5f;
targetArrowPos = (targetArrowPos + y) * 0.5f;
if (PersistentDataManager.gameSettings.timingDisplayMinMode)
switch (type)
case Rating.OK:
it = MinimalOK;
break;
case Rating.Just:
it = MinimalJust;
default:
it = MinimalNG;
it = OK;
it = Just;
it = NG;
it.transform.position = barTransform.position + new Vector3(0, barTransform.localScale.y * y, 0);
it.GetComponent<ParticleSystem>().Play();